FfH2 0.32 Changelog

I'm liking the Sovereign City event -- just to clarify, however, granting the city sovereignty would mean that they would continue to contribute their yields to the empire, but the Governor would determine the build queues and allocation specialists and tiles? If that's the case, will there be different Governors that could be randomly determined who would focus the town on Science, Food, Military, etc. (as per the automate city functions)?
 
I'm liking the Sovereign City event -- just to clarify, however, granting the city sovereignty would mean that they would continue to contribute their yields to the empire, but the Governor would determine the build queues and allocation specialists and tiles? If that's the case, will there be different Governors that could be randomly determined who would focus the town on Science, Food, Military, etc. (as per the automate city functions)?

It makes them their own AI player, but they are still your civilization (so if you are grigori, they are grigori) and they are on your team. Similiar to how the Mercurians are on your team. The only thing really joined is that you are bound by each others wars and line of sight and research is shared.
 
Another question about #21: Is the promotion only granted through combat, or would it also be given if a spell were to do poison damage? I don't think there are any such spells now, but they could be nice. I'm mostly thinking that I'd want the promotions from fire and cold damage to be dealt like this too, and would like it if I could just copy and paste the code (or, better yet, if you went ahead and added the ability but not a promotion in the global defines. Or adding this field to CIV4DamageInfos.xml instead)



I'm assuming that #1 doesn;t really mean all units. Your own units shouldn't be ejected, nor should those of your permanent allies.



I was just thinking that it would be good for promotions (like channeling1-3, hero, and extension1-2) to be able to reduce the spell delay time. An adept might take 5 turns to cast spring, a mage could do it in 3, and an archmage could cast it instantly.

While on the subject of spell mechanics, I thought I'd again request that promotions (like extension 1-2) have the ability to increase the range of ranged spells. Grey Fox already included this in Broader Alignments, so you could just borrow his code if you wish. *the range of Maelstrom should be reduced to 1 if promotions can boost it) Or, you could try to get all fancy and make it work within a radius instead of a square, and/or make the strength/chance of success for the spells decrease with distance (blinding light with extension 1 and 2 in Broader alignments is a bit too strong)

I also really think that Twincast should boost non-summoning spells too, and that having multiple promotions with this tag should make the abilities stack. Could you just make this tag cause a caster to cast the same spell twice? It wouldn't matter for spells that grant promotions, change terrain, or convert/kill the caster, but for direct damage spells it would be great.


This one is really a long shot, but could you try to bring back targeted spells? At least letting you target which tile, even if not the unit. I have a suspicion that you could borrow code from air combat (which the AI understands) and get an AI that knows how to exploit targeted spells.Handling it in C++ would also probably be much faster and less buggy than the old spell interface. (I don't expect this could be done in time for .32, however).

Incorporating many of xienwolf's xml changes would be very nice too. I'm also still hoping for some things that are as of yet still beyond xien's skill (and obviously also mine), like promotions vs multiple promotions and <UnitClassTargets> and <UnitCombatTargets> (and maybe a new <PromotionTargets> tag) for promotions (I'd really like to allow units with marksman to cast spells granting such promotions, effectively letting you choose which unit in a stack to attack)

(Speaking of marksmen made me want to request that units with 0 strength (or perhaps no unitcombat) never be targeted by the marksman promotion. It might also be good to exclude units that couldn't defend anyway, like birds or ships in cities. It is really annoying to target these.)


Edit: @ MaxAstro: you can easily make the option visible in your version by changing its <bVisible> tag to 1 in CIV4GameInfos.xml. I went ahead and did this with all the options in .31, and set my favorites to be on my default (I never really use any of the current hidden options anyway though).



I still think that the Invisibility effects of the Empyrean and CoE shrines should also be tied to having the appropriate state religion.





Sovereign city seems cool. I was thinking that it might be cooler though if you were given a choice of it being a permanent ally or a vassal/colony, and if you had the option to switch.

One problem I see here is that it could make you unable to make a permanent alliance through diplomacy. Could you remove the "only 1 permanent ally" restriction?

It could also be nice if there were an event that let you switch from one of your civ's leaders to another while keeping the same empire.
 
ya the unit graphic im most interested in is svartalfar huntress, because hunters come so early and are one of the longest in use units in the game, and recon is the focus of the svartalfar who are one of the major focuses of shadow phase.. but cant complain cause the longer it takes seZ to make it the more insanely awesome itll be heh

well. yea, i was on vacation at the beach... and now have to catch up with uni... so, i will try to work on the Svartalfar huntress next. just be patient ;)
 
I believe the Tower of Eyes needs to be renamed. It made sense for a wonder which awarded the Sentry promotion; but doesn't really sound like it's awarding Dungeons.
Great patch by the way, thanks.

P.S.:@Monkeyfinger: Stygian Guards have base 6 str and +2 unholy, so that goes down to 5 +2 (I know your post is old, but I didn't see anyone responding to you, so...)
 
I believe the Tower of Eyes needs to be renamed. It made sense for a wonder which awarded the Sentry promotion; but doesn't really sound like it's awarding Dungeons.
Great patch by the way, thanks.

P.S.:@Monkeyfinger: Stygian Guards have base 6 str and +2 unholy, so that goes down to 5 +2 (I know your post is old, but I didn't see anyone responding to you, so...)

The Tower of Eyes was the tower Kylorin locked Perpentach in. It supposed to keep him trapped and was guarded by golems (which Perpentach couldnt use his mind magic on). Thats why it acts as a super dungeon. I need to get a pedia entry down to explain it better, and in all honesty it should probably be a Unique Feature since it existed in the Age of Magic.
 
I think having the tower of eyes as a Unique feature and still grant free dungeons if it is in your borders and you have reached a certain tech would be great. it would be something cool to go kill your neighbor over. unique features really break up the monotony of the map and make it feel more like erebus.
 
It makes them their own AI player, but they are still your civilization (so if you are grigori, they are grigori) and they are on your team. Similiar to how the Mercurians are on your team. The only thing really joined is that you are bound by each others wars and line of sight and research is shared.
If the newly independent city is on your team, does that kill your research? Or does 50% increase in research cost per team member not apply in FfH?
 
I think it still exists, but you can override if in CIV4GlobalDefinesAlt.xml if you want. I think it would be good for Kael to go ahead and override both this and the National wonder limit for One City challenge games, so I don't keep needing to do so every version.
 
7. Added the Summon Tiger spell (available to Fellowship of Leaves priests, loki).
Maybe it could be better to summon random animal (except elephant)?
 
So if I get the Soverign City event and later summon Basium, would that make a 3 way permanant alliance? Or is thare a block against that....

You are forgetting one. Make a regular alliance, get the event, and build the gate. Tada four-way alliance.

I've had plenty of three way alliances before with a regular alliance + Basium.
 
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